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Inspiring pragmatic PC's to heroics
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<blockquote data-quote="Inez Hull" data-source="post: 220936" data-attributes="member: 5114"><p>I agree with your analysis Al, and in general my players do prefer self-directed freelance adventuring. However, this always leads to problems in the long term. A campaign based on this style of play never holds their interest. They like to think of their characters as heroic, generally choose good alignments (although we're never big sticklers over alignment), want to be renowned for their great achievements and will usually define themselves in terms of their opposition to the bad guys of the campaign. </p><p></p><p></p><p>Most of our gaming history (with another GM who's now a player) has been using Rolemaster. The lack of alignment system, low magic world and deadly combat system of Rolemaster generally encourages pragmatism and moral ambiguity, and is great fun when played that way. However, it lacks that ability to perform heroics that the D&D system provides. When playing D&D the players generally play more heroic and nobler characters, but years of pragmatism from playing Rolemaster still linger. </p><p></p><p></p><p>My dillema then is, how to enable my players to play heroically and generally good in alignment, whilst catering to their love of outwitting their enemies and playing a self directed campaign. How can the players exert a high level of control over the direction of the campaign and choice of adventures, yet leave the campaign open for doing heroics, achieving good and providing enough of a storyline and purpose for acting that the campaign doesn't become stale. </p><p></p><p></p><p>Only one option presents itself to me at the moment - insane amounts of preparation for me, much of which will be passed over depending on the whims of my players who want to be the good guys but don't want to commit to acting by any kind of code of behaviour. </p><p></p><p></p><p>Any thoughts?</p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="Inez Hull, post: 220936, member: 5114"] I agree with your analysis Al, and in general my players do prefer self-directed freelance adventuring. However, this always leads to problems in the long term. A campaign based on this style of play never holds their interest. They like to think of their characters as heroic, generally choose good alignments (although we're never big sticklers over alignment), want to be renowned for their great achievements and will usually define themselves in terms of their opposition to the bad guys of the campaign. Most of our gaming history (with another GM who's now a player) has been using Rolemaster. The lack of alignment system, low magic world and deadly combat system of Rolemaster generally encourages pragmatism and moral ambiguity, and is great fun when played that way. However, it lacks that ability to perform heroics that the D&D system provides. When playing D&D the players generally play more heroic and nobler characters, but years of pragmatism from playing Rolemaster still linger. My dillema then is, how to enable my players to play heroically and generally good in alignment, whilst catering to their love of outwitting their enemies and playing a self directed campaign. How can the players exert a high level of control over the direction of the campaign and choice of adventures, yet leave the campaign open for doing heroics, achieving good and providing enough of a storyline and purpose for acting that the campaign doesn't become stale. Only one option presents itself to me at the moment - insane amounts of preparation for me, much of which will be passed over depending on the whims of my players who want to be the good guys but don't want to commit to acting by any kind of code of behaviour. Any thoughts? :confused: [/QUOTE]
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